1use std::fmt;
5
6use bevy::{image::ImageLoaderSettings, math::ops, prelude::*};
7
8fn main() {
9 App::new()
10 .add_plugins(DefaultPlugins)
11 .add_systems(Startup, setup)
12 .add_systems(
13 Update,
14 (
15 spin,
16 move_camera,
17 update_parallax_depth_scale,
18 update_parallax_layers,
19 switch_method,
20 ),
21 )
22 .run();
23}
24
25#[derive(Component)]
26struct Spin {
27 speed: f32,
28}
29
30#[derive(Component)]
32struct CameraController;
33
34const DEPTH_CHANGE_RATE: f32 = 0.1;
35const DEPTH_UPDATE_STEP: f32 = 0.03;
36const MAX_DEPTH: f32 = 0.3;
37
38struct TargetDepth(f32);
39impl Default for TargetDepth {
40 fn default() -> Self {
41 TargetDepth(0.09)
42 }
43}
44struct TargetLayers(f32);
45impl Default for TargetLayers {
46 fn default() -> Self {
47 TargetLayers(5.0)
48 }
49}
50struct CurrentMethod(ParallaxMappingMethod);
51impl Default for CurrentMethod {
52 fn default() -> Self {
53 CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
54 }
55}
56
57impl fmt::Display for CurrentMethod {
58 fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
59 match self.0 {
60 ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
61 ParallaxMappingMethod::Relief { max_steps } => {
62 write!(f, "Relief Mapping with {max_steps} steps")
63 }
64 }
65 }
66}
67
68impl CurrentMethod {
69 fn next_method(&mut self) {
70 use ParallaxMappingMethod::*;
71 self.0 = match self.0 {
72 Occlusion => Relief { max_steps: 2 },
73 Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
74 Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
75 Relief { .. } => Occlusion,
76 }
77 }
78}
79
80fn update_parallax_depth_scale(
81 input: Res<ButtonInput<KeyCode>>,
82 mut materials: ResMut<Assets<StandardMaterial>>,
83 mut target_depth: Local<TargetDepth>,
84 mut depth_update: Local<bool>,
85 mut writer: TextUiWriter,
86 text: Single<Entity, With<Text>>,
87) {
88 if input.just_pressed(KeyCode::Digit1) {
89 target_depth.0 -= DEPTH_UPDATE_STEP;
90 target_depth.0 = target_depth.0.max(0.0);
91 *depth_update = true;
92 }
93 if input.just_pressed(KeyCode::Digit2) {
94 target_depth.0 += DEPTH_UPDATE_STEP;
95 target_depth.0 = target_depth.0.min(MAX_DEPTH);
96 *depth_update = true;
97 }
98 if *depth_update {
99 for (_, mat) in materials.iter_mut() {
100 let current_depth = mat.parallax_depth_scale;
101 let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
102 mat.parallax_depth_scale = new_depth;
103 *writer.text(*text, 1) = format!("Parallax depth scale: {new_depth:.5}\n");
104 if (new_depth - current_depth).abs() <= 0.000000001 {
105 *depth_update = false;
106 }
107 }
108 }
109}
110
111fn switch_method(
112 input: Res<ButtonInput<KeyCode>>,
113 mut materials: ResMut<Assets<StandardMaterial>>,
114 text: Single<Entity, With<Text>>,
115 mut writer: TextUiWriter,
116 mut current: Local<CurrentMethod>,
117) {
118 if input.just_pressed(KeyCode::Space) {
119 current.next_method();
120 } else {
121 return;
122 }
123 let text_entity = *text;
124 *writer.text(text_entity, 3) = format!("Method: {}\n", *current);
125
126 for (_, mat) in materials.iter_mut() {
127 mat.parallax_mapping_method = current.0;
128 }
129}
130
131fn update_parallax_layers(
132 input: Res<ButtonInput<KeyCode>>,
133 mut materials: ResMut<Assets<StandardMaterial>>,
134 mut target_layers: Local<TargetLayers>,
135 text: Single<Entity, With<Text>>,
136 mut writer: TextUiWriter,
137) {
138 if input.just_pressed(KeyCode::Digit3) {
139 target_layers.0 -= 1.0;
140 target_layers.0 = target_layers.0.max(0.0);
141 } else if input.just_pressed(KeyCode::Digit4) {
142 target_layers.0 += 1.0;
143 } else {
144 return;
145 }
146 let layer_count = ops::exp2(target_layers.0);
147 let text_entity = *text;
148 *writer.text(text_entity, 2) = format!("Layers: {layer_count:.0}\n");
149
150 for (_, mat) in materials.iter_mut() {
151 mat.max_parallax_layer_count = layer_count;
152 }
153}
154
155fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
156 for (mut transform, spin) in query.iter_mut() {
157 transform.rotate_local_y(spin.speed * time.delta_secs());
158 transform.rotate_local_x(spin.speed * time.delta_secs());
159 transform.rotate_local_z(-spin.speed * time.delta_secs());
160 }
161}
162
163const CAMERA_POSITIONS: &[Transform] = &[
165 Transform {
166 translation: Vec3::new(1.5, 1.5, 1.5),
167 rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
168 scale: Vec3::ONE,
169 },
170 Transform {
171 translation: Vec3::new(2.4, 0.0, 0.2),
172 rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
173 scale: Vec3::ONE,
174 },
175 Transform {
176 translation: Vec3::new(2.4, 2.6, -4.3),
177 rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
178 scale: Vec3::ONE,
179 },
180 Transform {
181 translation: Vec3::new(-1.0, 0.8, -1.2),
182 rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
183 scale: Vec3::ONE,
184 },
185];
186
187fn move_camera(
188 mut camera: Single<&mut Transform, With<CameraController>>,
189 mut current_view: Local<usize>,
190 button: Res<ButtonInput<MouseButton>>,
191) {
192 if button.just_pressed(MouseButton::Left) {
193 *current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
194 }
195 let target = CAMERA_POSITIONS[*current_view];
196 camera.translation = camera.translation.lerp(target.translation, 0.2);
197 camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
198}
199
200fn setup(
201 mut commands: Commands,
202 mut materials: ResMut<Assets<StandardMaterial>>,
203 mut meshes: ResMut<Assets<Mesh>>,
204 asset_server: Res<AssetServer>,
205) {
206 let normal_handle = asset_server.load_with_settings(
210 "textures/parallax_example/cube_normal.png",
211 |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
214 );
215
216 commands.spawn((
218 Camera3d::default(),
219 Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
220 CameraController,
221 ));
222
223 let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
225
226 commands.spawn((
228 PointLight {
229 shadows_enabled: true,
230 ..default()
231 },
232 Transform::from_xyz(2.0, 1.0, -1.1),
233 children![(Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE)))],
234 ));
235
236 commands.spawn((
238 Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
239 MeshMaterial3d(materials.add(StandardMaterial {
240 perceptual_roughness: 0.45,
243 reflectance: 0.18,
244 ..Color::srgb_u8(0, 80, 0).into()
245 })),
246 Transform::from_xyz(0.0, -1.0, 0.0),
247 ));
248
249 let parallax_depth_scale = TargetDepth::default().0;
250 let max_parallax_layer_count = ops::exp2(TargetLayers::default().0);
251 let parallax_mapping_method = CurrentMethod::default();
252 let parallax_material = materials.add(StandardMaterial {
253 perceptual_roughness: 0.4,
254 base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
255 normal_map_texture: Some(normal_handle),
256 depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
259 parallax_depth_scale,
260 parallax_mapping_method: parallax_mapping_method.0,
261 max_parallax_layer_count,
262 ..default()
263 });
264 commands.spawn((
265 Mesh3d(
266 meshes.add(
267 Mesh::from(Cuboid::default())
270 .with_generated_tangents()
271 .unwrap(),
272 ),
273 ),
274 MeshMaterial3d(parallax_material.clone()),
275 Spin { speed: 0.3 },
276 ));
277
278 let background_cube = meshes.add(
279 Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
280 .with_generated_tangents()
281 .unwrap(),
282 );
283
284 let background_cube_bundle = |translation| {
285 (
286 Mesh3d(background_cube.clone()),
287 MeshMaterial3d(parallax_material.clone()),
288 Transform::from_translation(translation),
289 Spin { speed: -0.1 },
290 )
291 };
292 commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
293 commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
294 commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
295 commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
296
297 commands.spawn((
299 Text::default(),
300 Node {
301 position_type: PositionType::Absolute,
302 top: px(12),
303 left: px(12),
304 ..default()
305 },
306 children![
307 (TextSpan(format!("Parallax depth scale: {parallax_depth_scale:.5}\n"))),
308 (TextSpan(format!("Layers: {max_parallax_layer_count:.0}\n"))),
309 (TextSpan(format!("{parallax_mapping_method}\n"))),
310 (TextSpan::new("\n\n")),
311 (TextSpan::new("Controls:\n")),
312 (TextSpan::new("Left click - Change view angle\n")),
313 (TextSpan::new("1/2 - Decrease/Increase parallax depth scale\n",)),
314 (TextSpan::new("3/4 - Decrease/Increase layer count\n")),
315 (TextSpan::new("Space - Switch parallaxing algorithm\n")),
316 ],
317 ));
318}